﻿using System.ComponentModel;

namespace BuffGlobalDef
{
    public enum CHANGTYPE //数值调整类型，是相对变更还是直接调整到
    {
        [Description("相对变更")]
        RELATIVE = 0,//
        [Description("调整到")]
        CHANGETO = 1//调整到
    }
    public enum PARAMTYPE //具体数值
    {
        [Description("万分比")]
        PERCENT = 0,//
        [Description("具体数值")]
        NUMVALUE = 1,//
        [Description("公式")]
        FORMULA = 2,//
    }
    public enum FONTTYPE //字体种类
    {
        [Description("不显示")]
        NOFONT = 0,//不显示
        [Description("小字体")]
        LITTLE = 1,//小字体
        [Description("正常字体")]
        NORMAL = 2,//正常字体
        [Description("毒,紫色字体")]
        POISON = 3, //毒,紫色字体
        [Description("持续治疗型")]
        ABIZL = 4,//持续治疗型
    }

    public enum BLEND
    {
        [Description("锁最低血量")]
        BLENDHP = 0,
        [Description("锁最大生命值")]
        BLENDHPTOP = 1,
    }

    public enum EFFECTTYPE
    {
        [Description("正面buff")]
        BUFF = 0,//.正面buff
        [Description("负面debuff")]
        DEBUFF = 1,//负面debuff
        [Description("不可驱散的debuff")]
        Supper_DEBUFF = 9,//不可驱散的debuff
        [Description("追打异常")]
        TOBETE = 2,//追打异常
        [Description("直接造成伤害的")]
        DAMAGE = 3,//直接造成伤害的
        [Description("召唤")]
        CONJURE = 4,//召唤
        [Description("浮空")]
        FLY = 5,//浮空
        [Description("倒地")]
        DOWN = 6,//倒地
        [Description("击退")]
        BEBACK = 7,//击退
        [Description("控制")]
        CONTROL = 8,//控制
        [Description("光环")]
        HOLA = 9,//光环
        [Description("标记")]
        MARK = 10,//标记
        [Description("治疗")]
        TREAT = 11,//治疗
    };
    public enum JUDETYPE //判断类别
    {
        [Description("大于等于")]
        GREATE = 0,//大于等于
        [Description("等于")]
        EQUAGE = 1,//等于
        [Description("小于等于")]
        LESS = 2,//小于等于
        [Description("不等于")]
        UNEQUAL = 3//不等于
    }

    public enum CTLTYPE
    {
        [Description("无控制")]
        Normal = 0,//
        [Description("BUFF控制")]
        BCtl = 1,//buff控制
        [Description("状态控制")]
        SCtl = 2, //状态强控制
        [Description("沉默控制")]
        CM = 3,
    }

    public enum AddTrigType
    {
        [Description("默认吃掉超出的部分")]
        Normal = 0,
        [Description("累加预留超出的部分")]
        Surplus = 1,
        [Description("按照满足条件值最小倍数的概率触发")]
        Multi = 2,
    }

    public enum STATICATTTYPE//静态数据枚举
    {
        [Description("种族")]
        RACE = 0,//种族
        [Description("性别")]
        SEX = 1,//性别
        [Description("职业")]
        OCCUPATION = 2,//职业
        [Description("实力")]
        POWER = 3,//势力
        [Description("阵营")]
        CAMP = 4,//阵营
        [Description("ID")]
        SECENID = 5,//ID
        [Description("射程")]
        DEFINTION = 6,//ID
    }

    public enum SPATTTYPE
    {
        //[Description("神人值")]
        //神人值 = 0,
        //[Description("天盾值")]
        //天盾值 = 1,
        //[Description("理智值")]
        //理智值 = 2,
        //[Description("愤怒值")]
        //愤怒值 = 3,
        [Description("魔神值")]
        GodSp = 4,
    }

    public enum AttType//表内参入计算的属性枚举
    {
        [Description("血量上限")]
        HP = 1,//生命上限
        [Description("攻击力")]
        PHATK = 2,//物理攻击力
        [Description("防御")]
        PHDEFENSE = 3,//物理防御
        [Description("穿透")]
        PPENET = 4,//物理穿透
        [Description("暴击率")]
        CRITE = 5,//暴击率
        [Description("暴击伤害")]
        CRITE_DMG = 6,//暴击伤害
        [Description("恢复力")]
        HEALTH = 7,//恢复力
        [Description("攻击速度")]
        AtkSpeed = 8,//速度
        [Description("属性强化")]
        STRENG = 9,
        [Description("属性抗性")]
        RESISTANCE = 10,
    }


    public enum ATTRIBUTETYPE //属性枚举
    {
        [Description("  ")]
        NONE = 0,//策划需求默认为空
        [Description("血量上限")]
        HPTOPLIMIT = 1,//生命上限
        [Description("当前血量")]
        HP = 2,
        [Description("护盾上限")]
        SDMAX = 3,//生命上限
        [Description("护盾")]
        SD = 4,//生命上限
        [Description("攻击力")]
        PHATK = 5,
        [Description("防御")]
        PHDEFENSE = 6,
        [Description("穿透")]
        PPENET = 7,//物理穿透
        [Description("会心率")]
        CRITE = 8,//暴击率
        [Description("坚韧")]
        TEN = 9,//暴击率
        [Description("会心伤害")]
        CRITE_DMG = 10,//暴击伤害
        [Description("追伤")]
        SELE = 11,
        [Description("格挡")]
        RELE = 12,
        [Description("支援力")]
        SUPPORT = 13,
        [Description("治疗力")]
        HEALTH = 14,//恢复力
        [Description("攻击速度")]
        AtkSpeed = 15,//速度
        [Description("速度")]
        SPEED = 16,
        [Description("造成伤害增加")]
        ADD_DMG = 17, //攻击伤害调整
        [Description("减伤")]
        RE_DMG = 18,//减伤
        [Description("霸体条伤害系数")]
        ODDMG = 19,//阵营
        [Description("仇恨值")]
        HATRED = 20,//仇恨值
        [Description("伤害仇恨值倍率")]
        HRD = 21,//仇恨值
        [Description("治疗仇恨值倍率")]
        TRD = 22,//仇恨值
        [Description("自然恢复值")]
        REPLY = 23,//自然恢复
        [Description("护盾附加值(百分比)")]
        SDRatio = 24,//护盾强度
        [Description("护盾附加值")]
        SDPlus = 25,//护盾强度
        [Description("虚抗性")]
        NARE = 26,//自然抗性
        [Description("光明抗性")]
        LHRE = 27,//光明抗性
        [Description("黑暗抗性")]
        DKRE = 28,//黑暗抗性
        [Description("虚伤害")]
        NASE = 29,//自然伤害
        [Description("光明伤害")]
        LHSE = 30,//光明伤害
        [Description("黑暗伤害")]
        DKSE = 31,//黑暗伤害
        [Description("吸血")]
        BS = 32,//吸血
        [Description("普攻伤害增加")]
        NHURT = 33,//
        [Description("技能伤害增加")]
        SHURT = 34,//
        [Description("奥义伤害增加")]
        UHURT = 35,//
        [Description("受到的伤害增加")]
        IDAM = 36,//
        [Description("受到的伤害减少")]
        RDAM = 37,//
        [Description("木抗性")]
        MORE = 38,//
        [Description("水抗性")]
        WARE = 39,//
        [Description("火抗性")]
        FIRE = 40,//
        [Description("木属性伤害")]
        MOSE = 41,//
        [Description("水属性伤害")]
        WASE = 42,//
        [Description("火属性伤害")]
        FISE = 43,//
        [Description("能量消耗")]
        ENERGY = 44,//
        [Description("元素属性")]
        ATB = 101,
        [Description("种族")]
        RACE = 102,//种族
        [Description("性别")]
        SEX = 103,//性别
        [Description("职业")]
        OCCUPATION = 104,//职业
        [Description("势力")]
        POWER = 105,//势力
        [Description("阵营")]
        CAMP = 106,//阵营
        [Description("角色射程")]
        DEFINTION = 107,
        [Description("闪避率")]
        AVOID = 108,//
        [Description("治疗力")]
        HEALTHATK = 37,//治疗力
        [Description("SP恢复速度")]
        SPAddSpeed = 39,//SP恢复速度
        [Description("修改内置CD")]
        CD = 201,//跟随主角属性
        [Description("概率")]
        CHANCE = 202,//shui
        [Description("技能第一位ID")]
        RANGE = 203,//huo
        [Description("技能第二位ID")]
        NUMBER = 204,//feng
        [Description("技能等级")]
        LV = 205,//feng
        [Description("距离")]
        Dis = 1001,
        [Description("技能点数")]
        SuperNum = 1002,
        [Description("血量百分比")]
        HPPerCent = 1003,
        [Description("角色类型")]
        CAMP_Des = 1006,//阵营
    };

    public enum RefreshType
    {
        [Description("刷新持续时间")]
        CD = 0,//触发为buff
        [Description("持续时间变化")]
        Dur = 1,//触发为buff
        [Description("效果变化")]
        CLASSSK = 2,//触发为技能
    };

    public enum EFFECT_TYPE_CLASS
    {
        [Description("属性值")]
        ATTRIBUTE = 0,//属性值
        [Description("控制")]
        CONTROL = 1,//及解除控制
        [Description("伤害")]
        DAMAGE = 17,//伤害
        [Description("引爆")]
        IGNITE = 28,//属性值
        [Description("使用技能")]
        USESKILL = 2,//使用技能
        [Description("使用buff")]
        USEBUFF = 3,//使用buff
        [Description("不屈")]
        UNBEND = 4,//不屈
        [Description("解除效果")]
        DISPEL = 5,//解除效果
        [Description("即死效果")]
        DEATH = 6,//即死效果
        [Description("技能附加")]
        SKADD = 7,//技能附加
        [Description("修改buff的持续时间")]
        CHANGETIME = 8,//修改buff的持续时间为0的无效
        [Description("生命护盾")]
        HPSHEILD = 9,//生命护盾
        [Description("次数护盾")]
        HITSHELD = 10,//次数护盾
        [Description("不能锁定目标")]
        NOLOCK = 11,//不能成为锁定的目标
        [Description("变身 ")]
        CHANGEBODY = 12,//变身  
        [Description("改变技能ID(替换主动技能)")]
        CHANGESK = 13,//改变技能ID(替换主动技能)
        [Description("免疫指定效果")]
        IMEFFECT = 14,//免疫指定效果  
        [Description("不能回血")]
        UNBLOOD = 15,//不能回血
        [Description("召唤")]
        CONJURE = 16,//召唤                                                                                  
        [Description("变身")]
        SCHANGE = 18,//状态切换(神人/护盾)
        [Description("shader改变")]
        SHADER = 19,// shader改变
        [Description("播放特效")]
        PLAYEFFECT = 20,//播放特效
        [Description("霸体")]
        SUPERARMOR = 21,//霸体
        [Description("不能被攻击")]
        NOBEATTACK = 22,//不能被攻击
        [Description("不能被锁定")]
        NOBELOCK = 23,//不能被锁定
        [Description("主角特殊系统行动值")]
        SPECIAL = 24,//主角特殊系统行动值
        [Description("不能被抓取")]
        NOBEGRAB = 25,//不能被抓取
        [Description("仇恨")]
        HATRED = 26,//仇恨
        [Description("属性值缓存")]
        ATTRIBUTECACHE = 27,//属性值
        [Description("刷新buff效果")]
        REFRESH = 29,//属性值
        [Description("播放妖精动作")]
        PLAYFAIRY = 30,//妖精动作
        [Description("隐身")]
        INVISIBLE = 31,//隐身
        [Description("霸体条伤害")]
        ODDMG = 32,//OD伤害
        [Description("增加佣兵能量")]
        SKNUM = 33,//OD伤害
        [Description("无敌")]
        INVINCIBLE = 34,//OD伤害
        [Description("改变技能CD")]
        CHANGESKCD = 35,//改变技能ID(替换主动技能)
        [Description("精怪")]
        SPRITE = 36,//妖精相关
        [Description("变身羊等额外形态")]
        CHANGESHAPE = 37,
        [Description("特性技能")]
        SPSKILL = 38,
        [Description("修改伤害")]
        CHANGEDMG = 39,
        _Last
    };
    public enum ADDTYPE
    {
        [Description("互斥型")]
        METUX = 4,//互斥型
        [Description("高生效")]
        HIGHTTAKE = 2,//高生效
        [Description("高替低")]
        LOWTOHIGHT = 1,//高替低
        [Description("重置时间")]
        RETIME = 6,//重置时间
        [Description("时间叠加")]
        TIMEADD = 7,//时间叠加
        [Description("替换老的")]
        REPLACEOLD = 5,//替换老的
        [Description("效果叠加")]
        EFFECTADD = 11,//效果叠加
        [Description("效果叠加时间重置")]
        EADDRET = 10,//效果叠加时间重制
        [Description("效果叠加，最后时间生效")]
        EADDLT = 8,//效果叠加，最后时间生效
        [Description("共存")]
        EADD = 3,//共存
    };
    public enum SPRITERESUST
    {
        [Description("修改内置CD")]
        CD = 0,//跟随主角属性
        [Description("概率")]
        CHANCE = 1,//shui
        [Description("技能第一位ID")]
        RANGE = 2,//huo
        [Description("技能第二位ID")]
        NUMBER = 3,//feng
        [Description("技能等级")]
        LV = 4,//feng

    };//作用妖精类型

    public enum ABTTYPE
    {
        [Description("跟随主角武器附魔")]
        NORMAL = 0,//跟随主角属性
        [Description("虚")]
        NA = 1,//shui
        [Description("光")]
        LH = 2,//huo
        [Description("暗")]
        DK = 3,//
        [Description("木")]
        MO = 4,//
        [Description("水")]
        WA = 5,//
        [Description("火")]
        FI = 6,//

    };//属性伤害类型
    public enum SKILLTYPE
    {
        [Description("全")]
        NORMAL = 0,//全
        [Description("普攻")]
        PTATK = 1,//普攻
        [Description("技能")]
        SKILL = 2,//技能
        [Description("奥义")]
        OYI = 3,//奥义
        [Description("被动")]
        PASSIVE = 4//被动
    };//技能类型

    public enum SKCDTYPE
    {
        [Description("技能类型(uselv)")]
        SKTYPE = 0,
        [Description("技能键位")]
        SKNUM = 1,
        [Description("技能ID")]
        SKID = 2,
        [Description("被动技能ID")]
        PSSKID = 3,

    }//调整技能CD时，按照何种类型去分类

    public enum SKCDADDTYPE
    {
        [Description("战斗用，内部为加算")]
        CDA = 0,
        [Description("千面迷宫用，不可叠加")]
        CDB = 1

    }//调整技能CD时，按照何种类型去分类

    public enum SKCDCHANGETYPE
    {
        [Description("当前CD")]
        TypeA = 0,
        [Description("最大CD")]
        TypeB = 1

    }//调整技能CD时，按照何种类型去分类

    public enum DMGFLAG
    {
        [Description("技能伤害")]
        SKILL = 0,
        [Description("被动伤害")]
        PS = 1,
        [Description("BUFF伤害")]
        BUFF = 2,//
        [Description("护盾伤害")]
        SHEILD = 3,//
        [Description("精怪伤害")]
        SPRITE = 4,//
        [Description("遗物伤害")]
        LOST = 5,//
        [Description("公式计算")]
        FORMULA = 999,//
    }

    public enum DMGTYPE
    {
        [Description("跟随主角职业类型")]
        NORMAL = 0,//跟随主角职业类型
        [Description("伤害")]
        PP = 1,//远程物理伤害
        [Description("治疗")]
        TREAT = 2,//治疗
        [Description("无敌")]
        INVINCIBLE = 3,
        [Description("护盾吸收")]
        SHEILD = 4,
    };//属性伤害类型
    public enum DMGLTYPE
    {
        [Description("跟随主角职业类型")]
        NORMAL = 0,//跟随主角职业类型
        [Description("远程")]
        SHOT = 1,//远程
        [Description("近程伤害")]
        MELEE = 2,//近程伤害
    };
    public enum DMGTATYPE //伤害类型，单体 范围
    {
        [Description("单体")]
        SINGLE = 0,//单体
        [Description("范围")]
        GROUP = 1//范围
    }

    public enum SHOWICON
    {
        [Description("不显示icon")]
        NOICON = 0,//不显示icon
        [Description("显示icon")]
        SHOWICON = 1//显示icon
    };
    public enum TIMETYPE
    {
        [Description("持续时间的")]
        SUSTAINED = 0,//持续时间的
        [Description("永久的")]
        FOREVER = 1//永久的
    };
    public enum TAKETYPE
    {
        [Description("0.本Buff被添加时")]
        NONE = 0,//刚上的时候就生效
        [Description("1.根据间隔时间自动触发")]
        TIME = 1,//时间，触发器内部自己根据时间控制生效时机
        [Description("2.宿主准备使用技能时")]
        ONATKBEGIN = 2,//准备使用技能时
        [Description("3.宿主技能计算伤害前")]
        ONATKCPU = 3,//技能计算伤害时
        [Description("32.宿主技能计算伤害中")]
        ONATK = 32,//技能计算伤害时
        [Description("4.宿主造成伤害后")]
        ONATKDMG = 4,//造成伤害后
        [Description("5.宿主技能结束后")]
        ONATKEND = 5,//技能结束后
        [Description("6.宿主受到攻击前")]
        ONHIT = 6,//受到攻击时
        [Description("33.宿主受到攻击中")]
        ONHITING = 33,//技能计算伤害时
        [Description("40.宿主受到伤害时(可修改伤害)")]
        CHANGEDMG = 40,//技能计算伤害时
        [Description("7.宿主受到攻击后")]
        ONHITEND = 7,//受到攻击后
        [Description("8.宿主受到治疗时")]
        ONCURE = 8,//受到治疗时
        [Description("9.宿主血量发生变化时")]
        ONHPCHANGE = 9,//血量发生变化时
        [Description("10.宿主进入/脱离战斗")]
        ONSTATECHANGE = 10,//状态改变，主要用于进入战斗与脱离战斗逻辑
        [Description("34.宿主Buff被添加时)")]
        ADDBUFF = 34,//获得buff时
        [Description("11.宿主新获得Buff时(加层也算)")]
        ONBUFF = 11,//获得buff时
        [Description("12.宿主失去Buff时(减层也算)")]
        ONMISSBUFF = 12,//失去buff时
        [Description("13,宿主状态发生改变时(技能/待机/移动/浮空等)")]
        ONFSMCHANGE = 13,//状态改变，//主要是攻击，待机，移动，浮空，倒地状态切换时
        [Description("14.宿主死亡时")]
        ONDEAD = 14,//死亡
        [Description("15.队友准备使用技能时")]
        ONNPCATKBEGIN = 15,//NPC（除了自己以外的队友）准备使用技能时
        [Description("16.队友技能计算伤害时")]
        ONNPCATKCPU = 16,///NPC技能计算伤害时
        [Description("17.队友造成伤害后")]
        ONNPCATKDMG = 17,///NPC造成伤害后
        [Description("18.队友技能结束后")]
        ONNPCATKEND = 18,///NPC技能结束后
        [Description("19.队友受到攻击时")]
        ONNPCHIT = 19,///NPC受到攻击时
        [Description("20.队友受到治疗时")]
        ONNPCCURE = 20,///NPC受到治疗时
        [Description("21.队友血量发生变化时")]
        ONNPCHPCHANGE = 21,///NPC血量发生变化时
        [Description("22.队友进入/脱离战斗")]
        ONNPCSTATECHANGE = 22,///NPC状态改变，主要用于进入战斗与脱离战斗逻辑
        [Description("23.队友获得Buff时(加层也算)")]
        ONNPCBUFF = 23,///NPC获得buff时
        [Description("24.队友失去Buff时(减层也算)")]
        ONNPCMISSBUFF = 24,///NPC失去buff时
        [Description("25,队友状态发生改变时(技能/待机/移动/浮空等)")]
        ONNPFSMCHANGE = 25,///NPC状态改变，//主要是攻击，待机，移动，浮空，倒地状态切换时
        [Description("26.队友死亡时")]
        ONNPCDEAD = 26,///NPC死亡
        [Description("27.释放buff时")]
        ONUSEBUFF = 27,//
        [Description("28.召唤物生成时")]
        ONCALLEND = 28,//
        [Description("29.击杀目标时")]
        ONKILL = 29,//
        [Description("30.切换精怪时")]
        SPRITECHANGE = 30,//
        [Description("31.技能命中时")]
        ONSKHIT = 31,//
        [Description("35.魔神变身开始时")]
        ONGOD = 35,//
        [Description("36.魔神变身结束时")]
        ONGODCANCEL = 36,//
        [Description("37.super模式发生变化时")]
        ONSUPPERCHANGE = 37,//
        [Description("38.宿主技能按下时")]
        ONSK = 38,//
        [Description("39.释法者的BUFF生效时(护盾)")]
        ONBUFFTRIG = 39,//
    }

    public enum BUFFLVTYPE
    {
        [Description("继承当前等级")]
        继承当前等级 = 0,
        [Description("指定等级")]
        指定等级 = 1,
        [Description("依赖技能养成等级")]
        技能索引 = 2,

    }

    public enum BUFFCASTER
    {
        继承当前施法者,
        转为自己
    }

    public enum BUFFTARGET
    {
        自身,
        当前施法者
    }

    public enum EFFECTTAKETYPE //效果生效类型
    {
        [Description("结果类型生效的只是一个结果")]
        RETTYPE = 0,//结果类型，生效的只是一个结果
        [Description("条件类型随着条件的生效失效")]
        CDNTYPE = 1,//条件类型，随着条件的生效失效
        [Description("buff类型生效失效依附于buff本身")]
        BUFFTYPE = 2,//buff类型，生效失效依附于buff本身
    }

    public enum LIMCTRTYPE
    {
        [Description("控制")]
        LIMCTR = 0,//控制
        [Description("免疫控制")]
        DECTR = 1,//免疫控制
    }
    public enum LIMITTYPE
    {
        //[Description("缴械:不能进行普攻")]
        //DISARM = 0,//缴械，不能进行普攻
        [Description("沉默:不能施法")]
        DUMBNESS = 1,//沉默，不能施法
        //[Description("定身:不可移动")]
        //NOMOVE = 2,//定身，不可移动
        [Description("嘲讽")]
        BEMOCKED = 3,//被嘲讽
        [Description("挑衅")]
        MOCKED = 4,//被嘲讽
        //[Description("打断:终止当前释放的技能")]
        //INTERRUPT = 4,//打断当前释放的技能
        //[Description("暂停动作(未实现)")]
        //PAUSEAIM = 5,//暂停动作
        [Description("击退")]
        BEBACK = 6,//击退
        [Description("击飞")]
        BEFLY = 7,//击飞
        [Description("倒地")]
        BEDOWN = 8,//倒地
        [Description("眩晕")]
        VERTIGO = 9,//眩晕
        //[Description("被抓取 ")]
        //BEGRAB = 10,//被抓取  
        //[Description("混乱")]
        //HUNLUAN = 11,//混乱
        //[Description("恐慌")]
        //PANIC = 12,//恐慌
        //[Description("睡眠")]
        //SLEEP = 13,//睡眠
        //[Description("黑暗")]
        //HEIAN = 14,//黑暗
        [Description("麻痹")]
        PALSY = 15,//麻痹
        [Description("霸体")]
        SUPER = 16,//霸体
        [Description("冰冻")]
        FROZEN = 17,//冰冻
        [Description("石化")]
        STONE = 18,//石化
        [Description("（新）击退")]
        BEBACK2 = 19,//击退
        [Description("（新）击飞")]
        BEFLY2 = 20,//击飞
        [Description("（新）倒地")]
        BEDOWN2 = 21,//倒地
        __Last,//位置表示，无任何意义

    }

    public enum ATTTRIGTYPE //触发器属性枚举
    {
        [Description("无需附加条件")]
        NONE = 100,
        [Description("属性状态")]
        ATTRIBUTE = 0,
        [Description("状态机状态")]
        FSMSTATE = 16,//状态机状态
        [Description("BUFF的状态")]
        BUFFSTATE = 17,//BUFF的状态
        [Description("ODBK的状态")]
        SUPPERSTATE = 18,//BUFF的状态
    };

    public enum DTRTYPE //伤害buff使用 用于判断计算伤害时时无视目标属性，还是增加自身属性，或者是修改技能类型如：物理 魔法
    {
        [Description("无视对方属性")]
        IGNOR = 0,//无视对方属性
        [Description("增加自身属性")]
        ADDW = 1,//增加自身属性
        [Description("变更技能类型")]
        CHANGEST = 2,//变更技能类型
        [Description("修改技能公式")]
        CHANGEDT = 3,//修改技能公式
        [Description("附加伤害")]
        ADDDMG = 4,//附加伤害
        [Description("计算后附加")]
        ADDBUFF = 5//计算后附加
    };

    public enum DMGINTYPE //伤害计算无视
    {
        [Description("减伤")]
        REDMG = 1,//减伤,
        [Description("火属性耐性")]
        FIRERES = 6,//火耐性
        [Description("生命护盾")]
        HPSHEILD = 11,//生命护盾,
        [Description("无视格挡")]
        GDSHEILID = 13//无视格挡
    };

    public enum PLAYSTATE //玩家的状态
    {
        [Description("神人状态")]
        SHENREN = 0,//神人状态
        [Description("盾状态")]
        SHEILD = 1,//盾状态
    }

    public enum HatredType//仇恨类型
    {
        [Description("具体的仇恨值")]
        Num = 0,
        [Description("仇恨附加万分比即造成的仇恨值增加比例")]
        HatredAdd = 1,
        [Description("当自己受到伤害时伤害附加仇恨放大的万分比")]
        BeDMGHatred = 2,
        [Description("当自己仇恨的目标受到治疗时治疗附加仇恨放大的万分比")]
        beZLHatred = 3,
    }
    public enum PSType  //特殊效果类型
    {
        [Description("被动技能")]
        PsType = 0,//
        [Description("Buff")]
        Buff = 1,//
    }

    public enum PSpriteType  //被动类型
    {
        [Description("普通")]
        Nomarl = 0,
        [Description("主动精怪")]
        Sprite = 1,//
        [Description("被动精怪")]
        PaSprite = 2,//
    }
    public enum TargetType
    {
        [Description("不需要目标")]
        None = 0,//
        [Description("自己")]
        Me = 1,//自己
        [Description("主角")]
        Player = 2,
        [Description("boss")]
        BOSS = 3,
        [Description("攻击者")]
        Attacker = 4,
        [Description("目标")]
        BeHiter = 5,
        [Description("我方全体")]
        US = 6,
        [Description("除了我之外的我方全体")]
        USWithOutMe = 7,
        [Description("敌方全体")]
        Targets = 8,
        [Description("精怪")]
        Sprite = 9,
        [Description("释放者,状态的施加者")]
        Caster = 10,
    }
    public enum ParentTrigType
    {
        [Description("全部成功")]
        AllTrig = 0,
        [Description("指定个数成功")]
        OneOfTrig = 1,
        [Description("全部失败")]
        AllNoTrig = 2
    }

    public enum TrigParamType
    {
        [Description("伤害治疗的值")]
        ParamDmg = 0,
        [Description("暴击")]
        ParamCrit = 1,
        [Description("技能ID")]
        ParamSKId = 2,
        [Description("技能类型")]
        ParamSKType = 3,
        [Description("技能结束状态(正常or非正常)")]
        ParamSKEndType = 4,
        [Description("方向")]
        ParamDir = 5,
        [Description("角色战斗状态切换进入战斗脱离战斗")]
        ParamBState = 6,
        [Description("角色状态机变化")]
        ParamFSMState = 7,
        [Description("Buff相关")]
        ParamBuff = 8,
        [Description("伤害类型")]
        ParamDmgType = 9,
        [Description("supperMode(虚弱和OD)")]
        SupperMode = 10,
        [Description("技能按键")]
        SkIndex = 11,
        [Description("目标")]
        Target = 12,
    }

    public enum TrigAddParamType
    {
        [Description("（攻击或被攻击）伤害治疗值的累计")]
        ParamCumuDmg = 0,
        [Description("攻击次数（每造成一次伤害）累计")]
        ParamCumuAtkNums = 1,
        [Description("使用技能次数累计")]
        ParamCumuSKNums = 2,
        [Description("被攻击治疗次数累计")]
        ParamCumuBeHit = 3,
    }

    public enum TrigType//触发器类型
    {
        [Description("时间触发器")]
        TIME = 0,//时间
        [Description("概率触发器")]
        CHANCE = 1,//概率
        [Description("属性状态触发器")]
        ATTORSTATE = 2,//
        [Description("参数触发器")]
        PARAM = 3,//判断伤害
        [Description("累计触发器")]
        ADDNUMS = 4,
        _Last
    }
    public enum TrigParentType//父触发器类型
    {
        [Description("触发器")]
        Normal = 0,
        [Description("目标条件筛选器")]
        Condition = 1,
        _Last
    }
    public enum ResultParentType//父触发器类型
    {
        [Description("效果父容器")]
        Normal = 0,
        [Description("伤害父容器")]
        DMG = 1,
        _Last
    }

    public enum CompositeType//复合节点类型
    {
        [Description("判定器")]
        Normal = 0,
        [Description("判定器(无触发时机)")]
        NoTime = 1,
        _Last
    }
    public enum HeadType//复合节点类型
    {
        [Description("被动技能")]
        Psk = 0,
        [Description("buff")]
        Buff = 1,
    }
    public enum PsTrigType
    {
        [Description("父触发器类型")]
        TrigParentType = 0,
        [Description("父结果类型")]
        ResultParentType = 1,
        [Description("子触发器类型")]
        TrigType = 2,
        [Description("子结果类型")]
        EFFECT_TYPE_CLASS = 3,
        [Description("复合节点类型")]
        Composite = 4,
        [Description("初始头节点")]
        Head = 5,
    }

    public enum EndType
    {
        [Description("正常结束")]
        Normal = 0,
        [Description("被驱散非正常结束")]
        DISPEL = 1,
    }
    public enum VictorType
    {
        [Description("HP变化")]
        HP = 1,
        [Description("霸体变化")]
        Super = 2,
        [Description("护盾值变化")]
        Sheild = 3,
    }
}